WARNING: THIS PLUGIN IS NOW DEPRECATED AND IS NO LONGER SOLD OR SUPPORTED!
INSTEAD PLEASE LOOK AT OUR NEWER PLUGIN: AVPRO VIDEO
Latest: Version 3.10 - Released 18 April 2016
Hi, I’m starting this thread for anyone who wants to discuss our asset for Unity: AVPro QuickTime
Basically it’s a plugin for playback of video and audio and is aimed at the high-end user group that require video playback features beyond Unity’s built-in video support.
Hi all, I wanted to let everyone know about an exciting new feature we have planned for an upcoming release of AVPro QuickTime: Overlays.
Overlays allow us to display videos in Unity really FAST and using very little CPU. It works by leveraging the graphics API (DirectX and OpenGL) directly and completely bypassing Unitys texture system. Currently our plugin plays videos to Unity textures and it works really well, however there is some extra overhead when using DirectX as we can’t update the textures directly like we can in OpenGL.
The current method of playing videos to Unity textures will remain however we will offer the new Overlay mode as an extra option for those that need faster video playback using DirectX.
The overlays are 2D rectangles that are drawn on top of the final scene. They can be positioned, alpha blended and have their depth set.
If you have any comments or questions about this upcoming feature let us know!
Looks interesting.
I assume there is a way to control the movie through scripting… is there any documentation about this?
It would be interesting if there would be a list of vars and functions available in the pdf document.
More specific: how do yo read out the current frame, etc.
Cheers
PS. I’m asking this because I need to use subtitles, and I can only write a parser if I can get the current frame/time.
Yes the plugin is completly controllable via scripting. You can seek and get the current frame by calling functions like “GetCurrentFrame” and “SeekFrame”.
The demos have frame display and seeking ability so simply looking at the scripts for the demos should be enough to work out this functionality.
We’d love to support mobile but sadly it’s not an option for this plugin. The QuickTime API we’re using isn’t available on mobile platforms… Such a shame. When we get some time we’ll be having a look at the other options for mobile.
Hello,
I have been having some problems with getting the opengl version working. I could download the demo and it works in opengl and directx mode.
I have purchased full version and running it in a test empty project, it works in DirectX mode in the editor and also in the windows standalone builds. However, the openGL mode doesn’t work in the editor or in the standalone build. In the editor (if i launch the editor with -force-opengl) i get the audio but no video on the textures. In the windows standalone build (If i launch with -force-opengl) I get green textures. I am not building for 64bit.
I installed quicktime 7.7.2
I am using Unity engine version: 3.5.5f3
Forcing GfxDevice: 0
OpenGL:
Version: OpenGL 4.2 [4.2.0]
Renderer: GeForce GT 650M/PCIe/SSE2
Vendor: NVIDIA Corporation
VRAM: 974 MB (via DXGI)
Do you know of anything that I may need to change to make your plugin work with my editor and builds in openGL mode? I know it is possible because your demo works just fine.
I am running the Unity Pro trail version while i am waiting for unity to migrate my licence to my new computer.
Thanks for getting back to me through email support.
I think I figured out what my issue was. In DirectX mode, the project works out of the box. In OpenGL mode the plugins directory MUST be located at assets/plugins as opposed to assets/AVProQuickTime/plugins.
Hi,
just started using it, it looks promising so far… Now i want to use JS to change filname of the AVProQuickTimeMovie…
Can i get a short sample on how to do that? I tried looking at the included samples, but if i try something like this (like in the C# script public AVProQuickTimeMovie _movie;):
var myMovie : AVProQuickTimeMovie;
it says that AVProQuickTimeMovie isn’t a valid type…
Im sure it’s something trivial, im not a programmer :))
Basically it’s not finding the AVProQuickTimeMovie type because the JS is being compiled before the C# script. Try placing all of the C# scripts inside a “Standard Assets” folder and have your JS scripts in another folder. you’ll also need to move the “Editor” folder into “Standard Assets/Editor”.
Here’s an example JS script:
public var myMovie : AVProQuickTimeMovie;
function Update()
{
if (Input.anyKey)
{
myMovie._filename = “a.mov”;
myMovie.LoadMovie();
}
}